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-rw-r--r--Game/Code/lib/JEDI-SDL/SDL/Pas/sdlticks.pas196
1 files changed, 196 insertions, 0 deletions
diff --git a/Game/Code/lib/JEDI-SDL/SDL/Pas/sdlticks.pas b/Game/Code/lib/JEDI-SDL/SDL/Pas/sdlticks.pas
new file mode 100644
index 00000000..4e91ecb8
--- /dev/null
+++ b/Game/Code/lib/JEDI-SDL/SDL/Pas/sdlticks.pas
@@ -0,0 +1,196 @@
+unit sdlticks;
+{
+ $Id: sdlticks.pas,v 1.1 2004/09/30 22:35:47 savage Exp $
+
+}
+{******************************************************************************}
+{ }
+{ JEDI-SDL : Pascal units for SDL - Simple DirectMedia Layer }
+{ SDL GetTicks Class Wrapper }
+{ }
+{ }
+{ The initial developer of this Pascal code was : }
+{ Dominique Louis <Dominique@SavageSoftware.com.au> }
+{ }
+{ Portions created by Dominique Louis are }
+{ Copyright (C) 2004 - 2100 Dominique Louis. }
+{ }
+{ }
+{ Contributor(s) }
+{ -------------- }
+{ Dominique Louis <Dominique@SavageSoftware.com.au> }
+{ }
+{ Obtained through: }
+{ Joint Endeavour of Delphi Innovators ( Project JEDI ) }
+{ }
+{ You may retrieve the latest version of this file at the Project }
+{ JEDI home page, located at http://delphi-jedi.org }
+{ }
+{ The contents of this file are used with permission, subject to }
+{ the Mozilla Public License Version 1.1 (the "License"); you may }
+{ not use this file except in compliance with the License. You may }
+{ obtain a copy of the License at }
+{ http://www.mozilla.org/MPL/MPL-1.1.html }
+{ }
+{ Software distributed under the License is distributed on an }
+{ "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or }
+{ implied. See the License for the specific language governing }
+{ rights and limitations under the License. }
+{ }
+{ Description }
+{ ----------- }
+{ SDL Window Wrapper }
+{ }
+{ }
+{ Requires }
+{ -------- }
+{ SDL.dll on Windows platforms }
+{ libSDL-1.1.so.0 on Linux platform }
+{ }
+{ Programming Notes }
+{ ----------------- }
+{ }
+{ }
+{ }
+{ }
+{ Revision History }
+{ ---------------- }
+{ }
+{ September 23 2004 - DL : Initial Creation }
+{
+ $Log: sdlticks.pas,v $
+ Revision 1.1 2004/09/30 22:35:47 savage
+ Changes, enhancements and additions as required to get SoAoS working.
+
+
+}
+{******************************************************************************}
+
+interface
+
+uses
+ sdl;
+
+
+type
+ TSDLTicks = class
+ private
+ m_startTime : Int64;
+ m_ticksPerSecond : Int64;
+ s_lastTime : Int64;
+
+ public
+ constructor Create;
+ destructor Destroy; override; // destructor
+
+ {*****************************************************************************
+ Init
+
+ If the hi-res timer is present, the tick rate is stored and the function
+ returns true. Otherwise, the function returns false, and the timer should
+ not be used.
+ *****************************************************************************}
+ function Init : boolean;
+
+ function GetElapsedSeconds( elapsedFrames : Cardinal = 1 ) : single;
+
+ {***************************************************************************
+ GetFPS
+
+ Returns the average frames per second over elapsedFrames, which defaults to
+ one. If this is not called every frame, the client should track the number
+ of frames itself, and reset the value after this is called.
+ ***************************************************************************}
+ function GetFPS( elapsedFrames : Cardinal = 1 ) : single;
+
+ {***************************************************************************
+ LockFPS
+
+ Used to lock the frame rate to a set amount. This will block until enough
+ time has passed to ensure that the fps won't go over the requested amount.
+ Note that this can only keep the fps from going above the specified level;
+ it can still drop below it. It is assumed that if used, this function will
+ be called every frame. The value returned is the instantaneous fps, which
+ will be <= targetFPS.
+ ***************************************************************************}
+ function LockFPS( targetFPS : Byte ) : single;
+ end;
+
+implementation
+
+{ TSDLTicks }
+constructor TSDLTicks.Create;
+begin
+
+end;
+
+destructor TSDLTicks.Destroy;
+begin
+
+ inherited;
+end;
+
+function TSDLTicks.GetElapsedSeconds( elapsedFrames: Cardinal ): single;
+var
+ currentTime : Int64;
+begin
+ // s_lastTime := m_startTime;
+
+ currentTime := SDL_GetTicks;
+ //QueryPerformanceCounter( currentTime );
+
+ result := (currentTime - s_lastTime) / m_ticksPerSecond;
+
+ // reset the timer
+ s_lastTime := currentTime;
+end;
+
+function TSDLTicks.GetFPS( elapsedFrames: Cardinal ): single;
+var
+ currentTime : integer;
+ fps : single;
+begin
+ // s_lastTime := m_startTime;
+
+ currentTime := SDL_GetTicks;
+
+ fps := elapsedFrames * m_ticksPerSecond / ( currentTime - s_lastTime);
+
+ // reset the timer
+ s_lastTime := currentTime;
+
+ result := fps;
+end;
+
+function TSDLTicks.Init: boolean;
+begin
+ m_startTime := SDL_GetTicks;
+ s_lastTime := m_startTime;
+ m_ticksPerSecond := 1000;
+ result := true;
+end;
+
+function TSDLTicks.LockFPS(targetFPS: Byte): single;
+var
+ currentTime : integer;
+ fps : single;
+begin
+ if (targetFPS = 0) then
+ targetFPS := 1;
+
+ s_lastTime := m_startTime;
+
+ // delay to maintain a constant frame rate
+ repeat
+ currentTime := SDL_GetTicks;
+ fps := m_ticksPerSecond / (currentTime - s_lastTime);
+ until (fps > targetFPS);
+
+ // reset the timer
+ s_lastTime := m_startTime;
+
+ result := fps;
+end;
+
+end.
+ \ No newline at end of file